How (does it work)You've befriended (and apparently married) a barrel full of blueberry paste named Violet Barrelgarde, but the demons don't understand your love.

Both of you must make it to the exit intact - if either of you dies, you must restart. Simply push her onto the exit gate to progress to the next map.

Features

To move Violet around the map, either push her from place to place, or pick her up with the altfire button.

Monsters will target Violet as soon as they see her. Defend her with the limited provisions you get!

You will be notified whenever Violet takes damage, or finds herself in hazardous material, or is left by her lonesome for a length of time. Basically it's impossible to abandon her. And besides, it's her who needs to reach the exit, not you.

Violet sustains continuous damage when placed in blood, slime or lava. Use caution! Bio spheres will protect both you and Violet from all hazardous floors except electric floors.

On the flipside, Violet can be gradually "refueled" in berry liquid flats, or by being pushed over medikits.

Any time you are low on health, you can press "use" on Violet to "drink" from her, 10 health points at a time. This will bump your health up but drain hers. Furthermore this is the only way you'll be able to heal as medikits and stimpacks will only affect Violet.

Violet can pick up items for you, transferring things like weapons, ammo and keys to you. She will take health and armor for herself, though, and certain powerups.

Your fist has been outfitted with 20 times more kickback than usual, and this becomes even more powerful with berserk. Use it to your advantage, but only if you must! Smacking your honey, even in the name of escaping Hell, is not a light matter.

You can reset the level by forcefully detonating Violet with the weapon in slot 0.

Feel free to make user maps!Yes. A map for this is super simple to make - heck, I threw together the map in the demo WAD in about 20 minutes. Everything is done through the ACS library so any format include Vanilla Doom 2 is viable - the level simply ends when the new barrel (actor name "Violet", editor number 30000) is discovered to be on a specific flat (named "EXITFLAT").

The final map order for this set is already decided upon so I'm not looking for submissions to this project directly, but I'm still incredibly interested in seeing what folks can come up with.

Last edited by Jimmy on Sat Apr 15, 2017 3:29 pm, edited 49 times in total.

Tapwave: Maybe? I mean it's codeable, certainly. Would have to figure out how best to implement such a feature - what benefits, how they're achieved in-game, how long their effects last, etc. To be honest I think I'd rather introduce different-colored characters?

Rexen: Thank you for spotting that god mode bug, I didn't notice it, but it's absolutely an issue if there are going to be more maps in this. Also, I did originally have code for grabbing and holding the barrel so you could carry it anywhere - this would've alleviated the problem of getting stuck in problems - but for some stupid blithering reason that feature broke on me and refused to come back and work properly. But yeah, I understand it's an issue - there's a collection of barrels behind the player start so you can suicide quickly to restart in such a scenario.

Jimmy wrote:-snip-Rexen: Thank you for spotting that god mode bug, I didn't notice it, but it's absolutely an issue if there are going to be more maps in this. Also, I did originally have code for grabbing and holding the barrel so you could carry it anywhere - this would've alleviated the problem of getting stuck in problems - but for some stupid blithering reason that feature broke on me and refused to come back and work properly. But yeah, I understand it's an issue - there's a collection of barrels behind the player start so you can suicide quickly to restart in such a scenario.

Oh I have P bind to the kill command because I'm a map developer myself and I have have to sometimes kill myself to easily retest stuff.

Rexen wrote:Oh I have P bind to the kill command because I'm a map developer myself and I have have to sometimes kill myself to easily retest stuff.

Oh sure, that's fine. I did want to provide a "legitimate" means of resetting though, heh.

Kinsie wrote:Definitely keep working on this.

Even though I have 9 weeks until some extremely important uni assessments are due, I can pretty much bet my bottom Aussie dollar that I'll be working on it with more care and drive than on those assessments.

- Fixed the player being invulnerable for the next map.- Actually made the player(s) freeze when finishing the map. (Thanks SetPlayerProperty for being backwards to SetActorProperty.)- Barrel no longer has the +NOBLOCKMONST flag. It will now be stopped by monsterblock lines. (More potential for puzzling setups.)- Added CheckSwitchRange to mapinfo defaults. No more cheesing the test map. - Added animated textures for possible forcefield mechanics later on.- E minor to E major. oops wrong definition